Blended Parallax Occlusion Mapping Material
M_POM
M_POM is a master Parallax Occlusion Mapping [POM] material with the ability to blend multiple POM material attributes using an alpha mask. It is intended as a background environment material and gives depth to low-poly assets.
POM lava crust material no mat blending
POM lava crust material with mat blending
Index
[Mat 1] - For the base material can be used alone as a basic POM material
[Mat 2] - The blended material
[POM] - The global POM settings
[Flow] - The [Mat 02] material flow settings for if the blended material is fluid or requires movement
Texture Maps
[UV 0]
Diffuse: RGB - BaseColour
ARM: A - AO, R: Roughness, M: Metallic, A: Emissive Mask
N: Normal
H: Height
Optional Maps
Flow Normal: Panning normal, takes place of the base normal texture map
Material Mask: Mask for material blending
[Mat 1] Switches
1. UV Controls
2. Material Adjustments
Normal, Metallic, and Roughness Intensity
Tile U&V Coordinates
Offset U&V Coordinates
Rotation Centre
Based off of a 3 vector RGB
Default R: 0.5 G: 0.5 B: 0 is centre of UV
UV Rotation Angle
Enter 0-1 value for rotation. A value of 1 equals a 360 degree turn.
Texture Panning
Enabling this option will give you access to Panning Speed X&Y
3. Emissive Material
Enabling Emissive Material will give you an emissive that is driven by the emissive mask and diffuse map
Emissive Intensity will show under [Mat 1] Adjustments
4. Fresnel
5. Blend Second Material
Blend Second Material will enable [Mat 2] Switches and add a material mask option to the [Mat 2] Texture Maps
[Mat 2] Switches
Fresnel Hardness controls the fresnel exponent
Fresnel Intensity controls the fresnel base reflection fraction
Fresnel Colour is BaseColour will take a multiplied version of the basecolour comp in place of a colour overlay
When enabled the option for Fresnel BaseColour Multiplier will show in place of Fresnel Colour
Fresnel Uses Normal will disable PixelNormalWS and enable the texture map normal to drive the fresnel
All switches are the same as above with the addition of the Normal is Fluid switch
They are all organized into [Mat 1] and [Mat 2] parameter groups to be able to adjust each material individually
1. Normal is Fluid
This switch is used to add panning flow normals to the material to create a flowing material effect
Flow Normal Intensity controls the intensity of the normal map
Flow Normal Direction controls the directionality of the panner
Flow Normal Speed controls the speed of the panner
Normal Distorts Textures will take the R&G channel of the normal to distort the other texture maps with the movement of the normal
When enabled Texture Distortion Intensity will show
Non-Directional Flow Panning will blend an additional normal panning in the opposite direction of the first
[POM] Controls
Height Ratio is how deep the parallax is in relation to it's width. Typically between 0.05 and 0.1.
POM Reference Plane is the point at which the parallax will be applied. When 1 or higher, all parallax will be downwards. When 0 or lower, all parallax will be upwards.
Pixel Depth Offset is used to give accurate intersection with other meshes as well as shadows cast by other meshes. Will cause a problem with Dynamic Shadows since the original depths will shadow the new offset depths.
Pixel Depth Intensity will adjust how aggressive the PDO is
Adjust POM Steps
Min Steps is how many steps will be used when looking downward at the material. Typically fewer steps are required when looking down since there is less resulting offset.
Max Steps is how many steps will be performed at glancing angles where more steps are typically necessary.
Please be aware: adjusting these parameters can greatly increase the impact on performance. Try to keep the min steps below 16 and the max steps below 64